Inspired by: Okamirufu Vizualizer

Transform 2D text into a dynamic, 3D point cloud that “melts,” “morphs,” and “dissolves” with a liquid-like fluidity. This technique bridges the 2D TOP world with the 3D POP world.

Operator Families in this Recipe

  • TOPs (Texture Operators): Creating the text source.
  • POPs (Point Operators): Driving the “melting” simulation.
  • SOPs (Surface Operators): Turning points into renderable geometry.

Part 1: High-Contrast Text Source

  1. Text TOP: Create a Text TOP.
    • Font → Choose a thick, bold font (e.g., Arial Black).
    • Size256 x 256 (lower resolutions work faster for point conversion).
    • Content → Type a single word or letter.
  2. Edge TOP: Connect the Text TOP to an Edge TOP if you want to only generate points on the outline of the text.

Part 2: Pixel to Point Conversion (POPs)

  1. The Container: Create a Geo COMP and enter it.
  2. Bridge to POPs: Create a POP SOP and enter it.
  3. TOP to POP: Add a TOP to POP. Drag your Text TOP into the “TOP” parameter.
    • Source ColorRGB. This creates points based on pixel brightness.
    • Step1, 1. This creates one point for every pixel.
    • Threshold0.5. This ensures points only exist where the text is white.

Part 3: The “Melting” Simulation

  1. Noise POP (Vertical Flow): Add a Noise POP.
    • Amplitude0.5.
    • Noise Tab → Set “Monochrome” to Off.
    • Transform (Translate Y)absTime.seconds * 0.5.
    • This creates a vertical “drip” effect as points move through a noise field.
  2. Force POP (Dissolve): Add a Force POP.
    • Animate the Magnitude to “explode” or “dissolve” the text when you trigger a button or a music beat.
  3. Solver POP: Add a Solver POP after the noise and forces to give the motion physical persistence.

Part 4: Shading & Rendering

  • Use a Geometry COMP for instancing or convert the points into Point Sprites (see the Amoeba Recipe for the rendering setup).
  • Add a Bloom TOP at the end of your chain to make the melting points glow with a neon “Y2K” energy.

Parameter Tuning & Behavior

ParameterBehavior
Noise AmplitudeHigher = more chaotic, “melting” distortion; Lower = text remains legible but wiggles.
Vertical Drip SpeedHigher = text “melts” rapidly like water; Lower = slow, honey-like viscous flow.
Force MagnitudeHigher = explosive, violent dissolution of the text; Lower = gentle drifting of points.
Bloom IntensityHigher = points become glowing embers; Lower = sharp, distinct digital pixels.

Network Architecture

To visualize how the data flows, here is a map of the final network:

[ TEXT SOURCE ]
Text TOP ──▶ Edge TOP (Optional)

      ┌─────────┘

[ POP NETWORK ]
TOP to POP (Pixel Position)


Noise POP (Vertical Drip)


Force POP (Trigger Dissolve)


Solver POP (Physics Engine)


[ POP SOP ] ───▶ [ Geo COMP ] ───▶ [ Bloom TOP ]

Data Flow Explanation

  1. Sourcing: The Text TOP creates our base visual. The TOP to POP converts those 2D pixels into 3D points.
  2. Forces: The Noise POP pushes the points downward like a liquid drip.
  3. Simulation: The Solver POP is the core of the physics. It ensures that the points don’t just “jump” to a new position, but move there over time based on the forces applied.
  4. Polish: The Bloom TOP at the end makes those points glow, emphasizing the liquid and neon aesthetic of the Okamirufu style.

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